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Made in ca
Dakka Veteran





So I am looking for pointers on both what to have in a 2k tournament list & how I could use the army better. Here is what I am looking at:

HQ
Eldrad - 210
Farseer with Runes of Witnessing, Spirit Stones, Guide, Fortune, Singing Spear - 138

TROOPS
Dire Avengers (10) with Exarch (2x Guns & Bladestorm) - 167
-> Wave Serpent with SL - 115
Guardians (10) with Warlock (Conceal & Singing Spear) and Shuriken Cannon. - 128
-> Wave Serpent with SL - 115
Jetbike Guardians (3) with SC - 72
Jetbike Guardians (3) with SC - 72
Pathfinders (5) - 120
Pathfinders (5) - 120

FAST ATTACK
Warp Spiders (10) with Exarch (2x Guns, Powerblade, Withdraw) - 262

HEAVY SUPPORT
War Walkers (3) with 2x SL each - 180
Wraithlord with BL & EML - 155
Wraithlord with BL & EML 155

Total - 1994

The Farseers would hide out in the tanks basically. The warlock will protect the guardians when they are let out for a round of blasting with his conceal power. The DAs are hiding to bladestorm. War Walkers outflank. Warp Spiders deep strike. Wraithlords pew pew the heavy armor then advance.

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in eu
Executing Exarch






I'd look at how viable the tanks are - They tend to be an easy way to get first blood. I'm not saying they can't be effective, but they are what I'd go for first turn. And if they can pop one, half the troops inside evaporate. I'd be tempted to start the avengers and the guardians in cover with fortune on them. And use the points spare to either go for another squad (any you like) or max the pathfinders.

I've tried taking the spider walker combo - I could never get them to turn up at the same time. If your spiders end up unsupported, they won't last too long. It's worth having a back up plan

And I see you've guaranteed turn 6 and 7 . Again, it always happens to me when I try objective snatching with jetbikes

 Blacksails wrote:

Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives.
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, an Eldar tournament army, that's rather ambitious. The list is semi-competitive, not more.
The 2nd Farseer is a waste of points. Serpents should have underslung shuricannons. Warp Spiders are too situational. Guardians in a Serpents is a waste too.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Mighty Chosen Warrior of Chaos





Sorry can't disclose.....infiltrating

Guardians are really subpar without the Avatar, especially with all the points your spending on the unit, including transport.

I would trim down that warp spider unit, thats alot of points for a t3 unit that needs to be close to the enemy.

I would go for warwalkers, or switch up the guns on the Wraithlords making them somewhat cheaper, Scatter Lasers and Shuriken cannons with flamers put out some good shooting, for a good price.

Pathfinder upgrade is not really worth it imo, sure the extra +1 to cover is nice, but your really are looking for the 6+ to hit anyway for the sniper shot, adds another 25 pts to an already expensive unit. Eldar really are just a army of point shaving and getting high use out of it


My Armies :
VC
Warriors of Chaos
Dark Elves
 
   
Made in eu
Executing Exarch






 Arthas367 wrote:

Pathfinder upgrade is not really worth it imo, sure the extra +1 to cover is nice, but your really are looking for the 6+ to hit anyway for the sniper shot, adds another 25 pts to an already expensive unit. Eldar really are just a army of point shaving and getting high use out of it



I quite like them -
roll any 5 or 6's to hit = ap1 (with 6's for precision shot too)
any 6's to wound = rending
2+ cover save in ruins

I find the main problem with pathfinders is shooting choices - they need to be going after high price, low model count squads. Against hordes pathfinders work out to a speed bump. And if you see flamers... either try and precision them or run.

It's another situational eldar unit.

This message was edited 1 time. Last update was at 2012/12/06 14:50:58


 Blacksails wrote:

Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives.
 
   
Made in us
Mighty Chosen Warrior of Chaos





Sorry can't disclose.....infiltrating

PredaKhaine wrote:
 Arthas367 wrote:

Pathfinder upgrade is not really worth it imo, sure the extra +1 to cover is nice, but your really are looking for the 6+ to hit anyway for the sniper shot, adds another 25 pts to an already expensive unit. Eldar really are just a army of point shaving and getting high use out of it



I quite like them -
roll any 5 or 6's to hit = ap1 (with 6's for precision shot too)
any 6's to wound = rending
2+ cover save in ruins

I find the main problem with pathfinders is shooting choices - they need to be going after high price, low model count squads. Against hordes pathfinders work out to a speed bump. And if you see flamers... either try and precision them or run.

It's another situational eldar unit.


Not knowing his meta, but I have seen an uprise on Thunderfire Cannons, Sternguard, Dreadknight Incinerators, and Flamers (including Combi's and of the Daemon Variety) which make a mockery of Rangers and generally any other ignore cover effect. So if you are making an all comers, and not list stacking they can cost you vital Eldar points for without getting close to a return.

My Armies :
VC
Warriors of Chaos
Dark Elves
 
   
Made in eu
Executing Exarch






 Arthas367 wrote:
PredaKhaine wrote:
 Arthas367 wrote:

Pathfinder upgrade is not really worth it imo, sure the extra +1 to cover is nice, but your really are looking for the 6+ to hit anyway for the sniper shot, adds another 25 pts to an already expensive unit. Eldar really are just a army of point shaving and getting high use out of it



I quite like them -
roll any 5 or 6's to hit = ap1 (with 6's for precision shot too)
any 6's to wound = rending
2+ cover save in ruins

I find the main problem with pathfinders is shooting choices - they need to be going after high price, low model count squads. Against hordes pathfinders work out to a speed bump. And if you see flamers... either try and precision them or run.

It's another situational eldar unit.


Not knowing his meta, but I have seen an uprise on Thunderfire Cannons, Sternguard, Dreadknight Incinerators, and Flamers (including Combi's and of the Daemon Variety) which make a mockery of Rangers and generally any other ignore cover effect. So if you are making an all comers, and not list stacking they can cost you vital Eldar points for without getting close to a return.


Fair point - thats why I tend to keep mine at the back and use them for fire support.

I'm changing my opinion on whats important in this game - I'm finding it less about points and more about unit survivability - pathfinders rarely give first blood (I don't infiltrate them, they sit on the furthest objectives. Sternguard in drop pod's still make a mess of them, but then they die in turn)




 Blacksails wrote:

Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives.
 
   
Made in ca
Dakka Veteran





First of all I want to thank-you all for your criticism so far. I appreciate the opinions. Second of all, now I will challenge the accuracy of some of your statements to test their validity.

 wuestenfux wrote:
Well, an Eldar tournament army, that's rather ambitious. The list is semi-competitive, not more.
The 2nd Farseer is a waste of points. Serpents should have underslung shuricannons. Warp Spiders are too situational. Guardians in a Serpents is a waste too.


If it is semi-competitive then how can I make it fully competitive? I appreciate the criticism but I need to know what I can replace the problem units with.

Also, I was under the impression that a second farseer is ESSENTIAL for all games above 1k points in order to keep the psychic powers flowing.

Fair point - thats why I tend to keep mine at the back and use them for fire support.


I plan to do the exact same. Pathfinders are TEQ killers not slaughter machines.

I would go for warwalkers, or switch up the guns on the Wraithlords making them somewhat cheaper, Scatter Lasers and Shuriken cannons with flamers put out some good shooting, for a good price.


The most significant problem with this statement is that it would leave me without anything that can kill AV 13 or 14 and that, let me say, would be a horrible mistake that would guarantee that I will lose any tournament that I am in. I need at least the two wraithlords blasting those long range armor penetrating shots from cover in the back field where my pathfinders are. If I am wrong, how would you use the warwalkers or wraithlords to take care of a landraider (or equivalent) in the same list?

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in us
Mighty Chosen Warrior of Chaos





Sorry can't disclose.....infiltrating

Unfortunately our answers are slim outside of FireDragons, though dragons are always a welcome addition

2 Eml's and 2 BL will not accomplish much in the scheme of things, and you are paying a very high premium on them, have you considered d-cannons? I personally love them, 24' small template wrathgun pretty much.

And if your going to a tournament without allies as an Eldar player....these are not happy times for us we have alot of shortcomings, it will be uphill most games, Dark Eldar and Tau though fix most of these issues, cheap Lances, Assault power, horde control, and a flyer from the darkeldar. Railguns, and lots of shooting prowess comes from the Tau side of things.

Pathfinders are cool for the 5+ ap1, but I generally use them for Mc killing and Killing special weapons which rangers do just fine, personally I think if your using them for TEQ killing you are wasting them, we kill TEQ and MEQ with torrent fire, not save ignoring fire

My Armies :
VC
Warriors of Chaos
Dark Elves
 
   
Made in ca
Dakka Veteran





 Arthas367 wrote:
Unfortunately our answers are slim outside of FireDragons, though dragons are always a welcome addition

2 Eml's and 2 BL will not accomplish much in the scheme of things, and you are paying a very high premium on them, have you considered d-cannons? I personally love them, 24' small template wrathgun pretty much.

And if your going to a tournament without allies as an Eldar player....these are not happy times for us we have alot of shortcomings, it will be uphill most games, Dark Eldar and Tau though fix most of these issues, cheap Lances, Assault power, horde control, and a flyer from the darkeldar. Railguns, and lots of shooting prowess comes from the Tau side of things.

Pathfinders are cool for the 5+ ap1, but I generally use them for Mc killing and Killing special weapons which rangers do just fine, personally I think if your using them for TEQ killing you are wasting them, we kill TEQ and MEQ with torrent fire, not save ignoring fire


I'd be interested in possibly allying. Thanks for the suggestion.

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in us
Deadly Dire Avenger




WI

 Arthas367 wrote:
I would go for warwalkers, or switch up the guns on the Wraithlords making them somewhat cheaper, Scatter Lasers and Shuriken cannons with flamers put out some good shooting, for a good price.



That's odd. The double flamer, Missile Launcher/Bright Lance Wraithlord is a tried and true build. It still holds up well in 6th edition, more so than the last edition, probably.

As long as it’s not the Imperium... 
   
Made in us
Foolproof Falcon Pilot





1: DA squad is priced incorrectly. It is 152 points with listed upgrades.

2:Mech eldar died with 5th. You have a DA and guardian unit (why guardians? they are just bad) that are the only vehicles you have. Most of the anti-vehicles weapons will be directed there. Either go all in with vehicles or as few as possible. WS need underslung cannon this edition

3: pathfinders are even worse this edition. 3+ save in area terrain for 24 points is just bad. You need ruins at least to have a 2+ and you cant guarentee the objectives will be near them. Drop both squads for 2 more 3 man jetbikes which simply do the job better.

4: Split the Warp Spiders. They function best being as little of a target as possible and simply harassing. I like to deepstrike mine but that needs a fusion autarch or yriel for the reserve bonus.

5: Scatter laser walkers are overrated this edition. Cannons are where it is at. With 2 HP WW dont survive long no matter what. Being 33% cheaper for 2 less shots per model is a good trade off. Outflank or scout (even better, use eldrad to reposition then scout) and they will be in range of whatever you need killed.

"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
~10k
~5k corsairs
~3k DKOK 
   
Made in au
Emboldened Warlock




FYI - you can't take the WS for the guardians if they have a HW platform.

So far the effectiveness of 10 Wraithblades with Ghost Axes:
Tanked 2 Leman Russ squadrons (including the battle cannons and the triple plasma variant); whilst also getting wailed on by everything imaginable in a Fortress of Redemption. Only to get into CC with the tanks and open them up.
2000 points worth of Necrons with Forgeworld additions. Got into CC with a court of Lords and opened them up.
Killed a GUO.
Killed Angrath the Gargantuan Bloodthirster in an Apoc game (with the help of Iranna the Spirit Seer).
Ate a Hammerhead, pathfinders and scored after 3 turns of walking towards a 2000 point Tau gunline and overwatch!
And counting............ 
   
Made in ca
Dakka Veteran





syranas wrote:
FYI - you can't take the WS for the guardians if they have a HW platform.


FYI there is no listed restriction that would prevent guardians from taking a WS with the Guardian Heavy Weapon Platform. If you were right, which you aren't, then guardians would NEVER be allowed to take the WS because they ALWAYS have to take a Heavy Weapon Platform. Obviously since they have to take the HWP *AND* can take a WS there is no restriction preventing my guardians from being loaded, with their HWP, inside of a WS.

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in us
Swift Swooping Hawk





Statesville NC USA

syranas wrote:
FYI - you can't take the WS for the guardians if they have a HW platform.


Unless the WS has a trailer hitch.

"If you are not naughty you get a cookie. If you are naked, you get a cookie." - Insaniak, Dakka Mod


 
   
Made in us
Shrieking Guardian Jetbiker






In 6th edition my success with Eldar has come from picking up allies to shore up some of the weaknesses the edition shift created. The hardest hit area is the troops section which is unfortunate since 6th is an objective heavy game.

Our old standby of Dire Avengers in serpents no longer is the shining star it used to be with the HP system and troops not being scoring in transports it took a real hit. A single squad of rangers can be useful but can't carry the whole troops section alone. They also have a few hard counters such as the TFC, mentioned earlier in the thread, that make them almost useless. Jetbikes probably the only "good" troop choice we have left (this is arguable depending on the rest of the list).

With the troops section taking such a big hit I've been using 2 squads of jetbikes and 2 units of 10 Marines from an allied SM chapter. I've settled on BA assault marines as their jetpacks allow them to move at the same speed as the rest of my army and their ability to assault select units fills another gap in most Eldar lists. I feel like this is probably the best way to shore up the weak troop section we are left with until the next codex.

The other viable ally build I see is the DE build although that probably works better with DE as the main detachment.

2k
2k 
   
Made in gb
Fresh-Faced New User




warpspider89 wrote:
syranas wrote:
FYI - you can't take the WS for the guardians if they have a HW platform.


FYI there is no listed restriction that would prevent guardians from taking a WS with the Guardian Heavy Weapon Platform. If you were right, which you aren't, then guardians would NEVER be allowed to take the WS because they ALWAYS have to take a Heavy Weapon Platform. Obviously since they have to take the HWP *AND* can take a WS there is no restriction preventing my guardians from being loaded, with their HWP, inside of a WS.


This is correct, as I recall it says the gun platform doesn't take up a space in the wave serpent and is treated effectively as not existing for embarking purposes
   
 
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